Tom recently sent this in as a player’s guide and variant for our Kriegsspiel Brandywine Scenario. It is a fantastic supplement! Our Battalion rules allow you to fight this out as a detailed Pub Battle. Fast, easy and very dynamic. We need to further develop this into a whole new series!
Every time I play the KS games reinforces the unique nature of this addition to your family of games. These games offer a completely different dynamic from the standard Pub Battles offering, capturing the flow of each battle much more effectively, and offering deep insights into the circumstances and outcomes of each modeled battle. They represent a truly new departure for your game system, and one that will, in my view, prove very attractive to both new and veteran military board gamers.
I’d like to see a more robust framework for game play in this KS series. KS Bunker Hill is better than KS Brandywine in this respect, but still doesn’t provide enough information for the players to launch into the game without a lot of additional research.
I think this is pretty easy to fix, and have attached what I put together for KS Brandywine. This version has been refined by multiple games, and I think provides a pretty good, “stand alone” start point for purchasers of KS Brandywine.
Thanks, Tom
Kriegsspiel (KS) Brandywine Scenario with Pub Battles Rules (using Version 2.92 Rules)
- Command Additions. For the British, Cornwallis and Knyphausen, as wing commanders, act as “extra” army commanders for their respective wings, in addition to commanding directly the troops identified immediately under them on the loss rosters. Subordinate commands for Cornwallis are Mathew (Guards and Grenadier Brigades), and Grey (3rd and 4th Brigades); Donop (Hessian Brigade) is directly subordinate to Cornwallis, and activates with his headquarters. Subordinate commands for Knyphausen are Grant (1st and 2nd Brigades); Stirn (Hessian Brigade) and the three battalions of the 71st Highlanders are directly subordinate to Knyphausen and activate with his headquarters. Only Howe, Cornwallis and Knyphausen can roll to change turn order, for themselves or for any subordinate under their respective commands (and within command range), on a roll of 4 or less. All commanders (except Howe, who may be activated with any British command) have a “chit” n the command cup (but see Order of Appearance, below). British elite units include all three units of the 71st Highlanders (71, 72, and 73), all British Grenadiers, and the Foot Guards.
For the Americans, Washington is the Army Commander and also commands the troops directly under the “Reserve” on the loss roster. Subordinate commands are Sullivan (including Stephen’s and Sterling’s Divisions), Greene, and Wayne. All commanders have a “Chit” in the command cup, but only Washington can change turn order, for himself or for any subordinate within command range, on a roll of 4 or less. Defeat numbers for the two armies are 18 for the British and 14 for the Americans. You will need to make additional commanders blocks for this, as well as “commitment” chips, which are not included in the game.
Combat ineffective numbers are 50% of infantry and cavalry units (combined) for each command according to the rosters (the three British Light Infantry battalions are included under Cornwallis for determining combat ineffective percentages).
- Historical Order of Appearance. Knyphausen’s command begins the game deployed on the map anywhere south of Wystar’s Ford and west of the Brandywine, with the exception of the 1st and 3rd Battalions of 71st Highlanders – 71 and 73 unit labels, respectively. These are optional units, which enter the turn following any movement by an American unit west of the Brandywine creek (these units historically were assigned to guard Howe’s baggage trains, and did not take part in the battle). Cornwallis’ wing (with Howe) enters the game map on turn one as the first units to activate, crossing the Brandywine in road column at Jeffries Ford, in the following order: Mounted Jagers, British Grenadiers, Light Infantry Brigade, Hessian Jagers, Foot Guards, Artillery, Hessian Grenadiers, 4th Brigade, 3rd Brigade, and 16th Dragoons. Chits for Cornwallis’ subordinate units are not added to the command cup until turn two. The game ends following the end of turn ten.
- Light (including Jager) Infantry. Light infantry units are exempt from all command rules, and can be activated with any friendly command. Bombardment attacks against light infantry have a -1 modifier. Light infantry units have all around facing, cannot be flanked and disregard fields of fire – that is, they may advance into enemy fields of fire without moving into actual contact, and do not exert fields of fire themselves. Spent light infantry units may not rally in an enemy field of fire, however.
- Light Infantry Fire Combat. During the combat phase, light infantry units that are not in actual contact with enemy units (either attacking or being attacked) can “fire” (once) at any enemy unit within one third infantry movement that is not in contact with another friendly unit (bombardment attacks likewise cannot target enemy units in contact with other friendly units). The light infantry unit rolls two dice; normal combat rules apply (including cover). After the light infantry fire is resolved, non-light lnfantry or dragoon units that are targeted by light infantry fire may return fire (regardless of target unit facing), also using two dice, but resolve their fire with an additional -1 modifier. Light infantry units firing at each other resolve their fire simultaneously, with no additional modifier. Light infantry units that retreat from combat during the combat phase (voluntary or involuntary) cannot also fire. The three American skirmisher units are NOT treated as light infantry.
- Road Column. For infantry and cavalry, per the KS Brandywine Scenario Pub Battles rules, there is no movement cost to enter or leave road column. However, a unit may enter or leave road column at the beginning or the end of its turn only (NOT both). Mark a unit in road column by stacking a baggage train block on top (baggage trains are not used in the Pub Battles version). For especially long columns, stack a baggage train marker on the first unit in the road column. Artillery DOES expend 1/3 movement cost to limber OR unlimber, and can do so more than once – for example, limber, move one third move, and then unlimber. Limbered artillery is always considered to be in road column.
- Stacking and the “combined Division”. There is no “stacking” in the Pub Battles version. Supporting units are placed adjacent to the rear of the supported unit, just as in normal Pub Battles games. The only “stacking” that occurs is by column markers on top of the lead unit in the column. Disregard the “combined Division” rules in the KS Scenario addendum. Treat Infantry, artillery and cavalry blocks just like any infantry, artillery or cavalry block in pub battles, moving and fighting independently.
- Terrain Notes. Fields of Fire remain 1/3 Foot movement, and Artillery Ranges remain one foot move (about three quarters of a mile). Disregard the “bridge / ford” rule – movement across a bridge or ford still reduces movement, if the unit is not in road column.
- Tracking losses and “Combat Ineffective” status. The larger numbers of physically smaller unit blocks makes determining combat ineffective status a bit of a chore. The easiest way to do this is to use the Loss Rosters. Simply move destroyed units to the loss roster, on top of their unit strength. You will be able to see at a glance which commands have become combat ineffective as the game progresses.
- OPTIONAL Movement Rules. At the much larger 1:8000 scale, and with smaller (one half inch) blocks, the original Pub Battles Terrain rules are simple and easy to apply. To use the original rules, apply a one third movement penalty for each terrain type. Always allow a unit to move one third movement regardless of terrain (except for rivers, which can still only be crossed at a ford). If a unit has already been reduced by one third, and it encounters other terrain requiring further reduction, it halts immediately. (I strongly recommend using this rule – it takes greatest advantage of the superb Pub Battles maps, and forces the players to analyze and use terrain in the same way as the actual army commanders).
- Victory Conditions. Calculate victory at the end of the game: 1 point for every enemy unit destroyed, plus three points for the British if they control one of the two major roads (control=no American units within 2/3 foot move of the road). The Americans receive one victory point if rebel losses are less than 50%.